Abstract

Component-based architecture is the software design of choice for most modern games and game engines, allowing for extensible and reusable software that easily adapts to changes in requirements. Nevertheless, designing a component-based architecture is not an easy achievement and some techniques have been previously proposed for the automatic generation of a component distribution to implement a given declarative model of the entities in the game. The goal of the work presented here is to empirically compare the quality of the component distributions designed by programmers, with those others automatically obtained with such techniques.